Mercurial > games > semicongine
annotate examples/hello_cube.nim @ 38:c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
author | Sam <sam@basx.dev> |
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date | Wed, 18 Jan 2023 09:52:03 +0700 |
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children | 0cb294c5d2fd |
rev | line source |
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38
c3c963e7c1a6
did: tons of stuff, input, refactoring, fix some errors, some template improvment, sorry for super-commit
Sam <sam@basx.dev>
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1 # |
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2 # TODO: Needs Depth-Buffer first! |
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3 # |
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4 # |
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5 # |
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6 # |
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7 # |
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8 # |
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9 # |
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10 # |
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11 import std/times |
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12 import std/strutils |
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13 import std/enumerate |
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14 |
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15 import zamikongine/engine |
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16 import zamikongine/math/vector |
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17 import zamikongine/math/matrix |
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18 import zamikongine/vertex |
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19 import zamikongine/descriptor |
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20 import zamikongine/mesh |
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21 import zamikongine/thing |
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22 import zamikongine/shader |
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23 import zamikongine/buffer |
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24 |
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25 type |
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26 # define type of vertex |
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27 VertexDataA = object |
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28 position: PositionAttribute[Vec3[float32]] |
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29 color: ColorAttribute[Vec3[float32]] |
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30 Uniforms = object |
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31 model: Descriptor[Mat44[float32]] |
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32 view: Descriptor[Mat44[float32]] |
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33 projection: Descriptor[Mat44[float32]] |
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34 |
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35 var |
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36 pipeline: RenderPipeline[VertexDataA, Uniforms] |
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37 uniforms:Uniforms |
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38 t: float32 |
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39 |
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40 |
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41 proc globalUpdate(engine: var Engine, dt: float32) = |
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42 let ratio = float32(engine.vulkan.frameDimension.height) / float32(engine.vulkan.frameDimension.width) |
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43 t += dt |
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44 uniforms.model.value = translate3d(0'f32, 0'f32, 10'f32) * rotate3d(t, Yf32) # * rotate3d(float32(PI), Yf32) |
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45 |
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46 uniforms.view.value = Unit44f32 |
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47 uniforms.projection.value = Mat44[float32](data:[ |
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48 ratio, 0'f32, 0'f32, 0'f32, |
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49 0'f32, 1'f32, 0'f32, 0'f32, |
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50 0'f32, 0'f32, 1'f32, 0'f32, |
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51 0'f32, 0'f32, 0'f32, 1'f32, |
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52 ]) |
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53 uniforms.projection.value = perspective(float32(PI / 4), float32(engine.vulkan.frameDimension.width) / float32(engine.vulkan.frameDimension.height), 0.1'f32, 100'f32) |
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54 for buffer in pipeline.uniformBuffers: |
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55 buffer.updateData(uniforms) |
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56 echo uniforms.projection.value |
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57 |
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58 const |
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59 TopLeftFront = Vec3([ -0.5'f32, -0.5'f32, -0.5'f32]) |
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60 TopRightFront = Vec3([ 0.5'f32, -0.5'f32, -0.5'f32]) |
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61 BottomRightFront = Vec3([ 0.5'f32, 0.5'f32, -0.5'f32]) |
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62 BottomLeftFront = Vec3([ -0.5'f32, 0.5'f32, -0.5'f32]) |
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63 TopLeftBack = Vec3([ 0.5'f32, -0.5'f32, 0.5'f32]) |
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64 TopRightBack = Vec3([ -0.5'f32, -0.5'f32, 0.5'f32]) |
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65 BottomRightBack = Vec3([ -0.5'f32, 0.5'f32, 0.5'f32]) |
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66 BottomLeftBack = Vec3([ 0.5'f32, 0.5'f32, 0.5'f32]) |
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67 const |
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68 cube_pos = @[ |
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69 TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front |
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70 TopLeftBack, TopRightBack, BottomRightBack, BottomLeftBack, # back |
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71 TopLeftBack, TopLeftFront, BottomLeftFront, BottomLeftBack, # left |
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72 TopRightBack, TopRightFront, BottomRightFront, BottomRightBack, # right |
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73 TopLeftBack, TopRightBack, TopRightFront, TopLeftFront, # top |
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74 BottomLeftFront, BottomRightFront, BottomRightBack, BottomLeftBack, # bottom |
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75 ] |
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76 cube_color = @[ |
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77 Rf32, Rf32, Rf32, Rf32, |
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78 Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, Rf32 * 0.5'f32, |
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79 Gf32, Gf32, Gf32, Gf32, |
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80 Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, Gf32 * 0.5'f32, |
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81 Bf32, Bf32, Bf32, Bf32, |
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82 Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, Bf32 * 0.5'f32, |
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83 ] |
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84 var |
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85 tris: seq[array[3, uint16]] |
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86 # for i in 0'u16 ..< 6'u16: |
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87 # let off = i * 4 |
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88 var off = 0'u16 * 4 |
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89 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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90 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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91 # off = 1'u16 * 4 |
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92 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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93 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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94 # off = 4'u16 * 4 |
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95 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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96 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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97 # off = 3'u16 * 4 |
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98 # tris.add [off + 0'u16, off + 1'u16, off + 2'u16] |
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99 # tris.add [off + 2'u16, off + 3'u16, off + 0'u16] |
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100 |
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101 when isMainModule: |
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102 var myengine = igniteEngine("Hello cube") |
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103 |
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104 # build a mesh |
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105 var trianglemesh = new IndexedMesh[VertexDataA, uint16] |
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106 trianglemesh.vertexData = VertexDataA( |
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107 position: PositionAttribute[Vec3[float32]](data: cube_pos), |
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108 color: ColorAttribute[Vec3[float32]](data: cube_color), |
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109 ) |
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110 trianglemesh.indices = tris |
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111 # build a single-object scene graph |
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112 var triangle = new Thing |
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113 # add the triangle mesh to the object |
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114 triangle.parts.add trianglemesh |
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115 |
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116 # upload data, prepare shaders, etc |
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117 const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms](""" |
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118 out_position = (uniforms.projection * uniforms.view * uniforms.model) * vec4(in_position, 1); |
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119 """) |
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120 const fragmentShader = generateFragmentShaderCode[VertexDataA]() |
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121 pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( |
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122 myengine, |
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123 triangle, |
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124 vertexShader, |
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125 fragmentShader |
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126 ) |
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127 # show something |
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128 myengine.run(pipeline, globalUpdate) |
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129 pipeline.trash() |
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130 myengine.trash() |